I am making some neat machinery here. Unfinished graphics, but that's beside the point.
They work fairly well as-is, but I would really rather like to have them be rotatable before placement. Possibly, if I can script it right, even after placement.
However, they refuse to be rotated. At all.
I have based their setup on the Chemical Plant's, which I know does rotate - the definition looks like this:
Code: Select all
{
type = "assembling-machine",
name = "assembly-line-1",
icon = "__GoofMod__/graphics/icons/Assembline1_icon1.png",
flags = {"placeable-neutral","placeable-player", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "assembly-line-1"},
max_health = 300,
corpse = "big-remnants",
dying_explosion = "medium-explosion",
collision_box = {{-1.4, -1.4}, {1.4, 1.4}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
module_specification =
{
module_slots = 4
},
allowed_effects = {"consumption", "speed", "productivity", "pollution"},
animation =
{
north =
{
filename = "__GoofMod__/graphics/entity/InlineFactory1001.png",
x = 525,
width = 175,
height = 105,
frame_count = 1,
shift = {0.75, -0.078125}
},
west =
{
filename = "__GoofMod__/graphics/entity/InlineFactory1001.png",
width = 175,
height = 105,
frame_count = 1,
shift = {0.75, -0.078125}
},
south =
{
filename = "__GoofMod__/graphics/entity/InlineFactory1001.png",
x = 175,
width = 175,
height = 105,
frame_count = 1,
shift = {0.75, -0.078125}
},
east =
{
filename = "__GoofMod__/graphics/entity/InlineFactory1001.png",
x = 350,
width = 175,
height = 105,
frame_count = 1,
shift = {0.75, -0.078125}
}
},
vehicle_impact_sound = { filename = "__base__/sound/car-metal-impact.ogg", volume = 0.65 },
working_sound =
{
sound = {
{
filename = "__base__/sound/assembling-machine-t2-1.ogg",
volume = 0.8
},
{
filename = "__base__/sound/assembling-machine-t2-2.ogg",
volume = 0.8
}
},
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5,
},
crafting_speed = 2.5,
energy_source =
{
type = "electric",
usage_priority = "secondary-input",
emissions = 0.03 / 3.5
},
energy_usage = "310kW",
ingredient_count = 1,
crafting_categories = {"crafting"},
}
The only changes I made to the Chemical Plant's definition, besides the graphics and stats, is removing the working visualizations, and the fluidboxes. Somehow that is enough to make the building not be rotatable. Is that a known problem, or am I missing something? Please help.